Search found 101 matches

by Stef.D
Mon Apr 17, 2006 12:55 pm
Forum: Programming Discussion
Topic: Radial blurring?
Replies: 22
Views: 2475

Nice to heard you got it working, great job man ;) How did you basically do it ? I mean, can you render to a texture in one pass ? I guess we can probably render a scene to a squared sized frame buffer then use that frame buffer as a texture... something like that ? Exactly how it works.... basical...
by Stef.D
Fri Apr 14, 2006 4:38 am
Forum: Programming Discussion
Topic: Radial blurring?
Replies: 22
Views: 2475

Nice to heard you got it working, great job man ;)
How did you basically do it ?
I mean, can you render to a texture in one pass ?
I guess we can probably render a scene to a squared sized frame buffer then use that frame buffer as a texture... something like that ?
by Stef.D
Sun Apr 09, 2006 5:57 am
Forum: Programming Discussion
Topic: Radial blurring?
Replies: 22
Views: 2475

Looks really interesting :) Can you do render to texture on dreamcast ? Hopefully after the next few weeks, I'll have time to figure out how to fix that support.... Right now classwork at the university's kinda overwhelming me. That would be really cool. Render to texture open the door for many nea...
by Stef.D
Fri Apr 07, 2006 5:45 am
Forum: Programming Discussion
Topic: Radial blurring?
Replies: 22
Views: 2475

Looks really interesting :)
Can you do render to texture on dreamcast ?
by Stef.D
Thu Nov 03, 2005 4:40 am
Forum: Homebrew Software and Indie Games Discussion
Topic: Genesis Plus/DC Emulation Discussion
Replies: 64
Views: 3984

I know old version of KGen used a tips for having fast YM2612 emulation. envelop calculation were only updated once by frame. Of course that's not correct, but it's a good solution to have acceptable sound emulation and speed. IMO, i don't like use that type of trick, i know the dreamcast has enough...
by Stef.D
Wed Nov 02, 2005 6:57 am
Forum: Homebrew Software and Indie Games Discussion
Topic: Genesis Plus/DC Emulation Discussion
Replies: 64
Views: 3984

Hmmm... from what i heard when i tested the smash pack, it looks more like partial emulation of FM chip. Normally you have 6 channels with 4 slots for each. Slots can be linked together and depending the "link shem" they can modulate an slot input or give output. I believe Sega just ignore...
by Stef.D
Sun Oct 30, 2005 12:17 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: Genesis Plus/DC Emulation Discussion
Replies: 64
Views: 3984

Just to clarify some point out : Bench68K was originally wrote by Fox68k, not by me. I just sent you a copy ;) Something you need to know about this bench, it heavily uses the DIV instruction. I know Fox68k recently made change to the DIV instruction to have accurate cycles calculation, something t...
by Stef.D
Fri Oct 28, 2005 3:48 am
Forum: Homebrew Software and Indie Games Discussion
Topic: Genesis Plus/DC Emulation Discussion
Replies: 64
Views: 3984

Currently, the emulator uses 24000Hz, which is the number Stef chose because of two important properties: 1 - It's evenly divisible by 60 and 50, to give an integer number of samples per frame (400, or 480) in both NTSC and PAL emulation modes. 2 - The number of samples per frame is an integer mult...
by Stef.D
Fri Oct 28, 2005 3:35 am
Forum: Homebrew Software and Indie Games Discussion
Topic: Genesis Plus/DC Emulation Discussion
Replies: 64
Views: 3984

It hasn't been pointed out yet publically, but the newest version of fame, with more bugs removed has become slower than c68k. This is according to Stef D.'s Bench68k test, which has two m68k programs written in 68k asm to calculate prime numbers, and do a bubble sort. FAME now falls behind c68k in...
by Stef.D
Sun Jul 24, 2005 5:44 am
Forum: Homebrew Software and Indie Games Discussion
Topic: Genesis Plus/DC Emulation Discussion
Replies: 64
Views: 3984

well because i had some very basic timing benchmarks in neodc and ran them between fame and c68k and the difference was at most 10%. I got close to the same results before i upgraded from gcc 3.3.1 to 3.4.2. Afterwards though, c68k began to fly. There was almost a 10-15% overall emulator increase i...
by Stef.D
Tue Jun 07, 2005 1:57 am
Forum: Programming Discussion
Topic: Assembler
Replies: 57
Views: 3777

just removed my message, didn't see page 2 and page 3 ^^
by Stef.D
Tue Apr 05, 2005 1:47 am
Forum: Programming Discussion
Topic: OpenGL / Paletted textures
Replies: 5
Views: 635

Hmmm, i would be *very* suprised that ATI card nor newer NVidia cards doesn't support paletted textures. They were always be used and they still are. I guess there are others extensions to use them with OpenGL. I'll look somewhere if i can find something about that. Edit : Name Strings GL_EXT_palett...
by Stef.D
Fri Jan 28, 2005 3:10 am
Forum: Homebrew Software and Indie Games Discussion
Topic: beta version of CZ80 released :)
Replies: 41
Views: 3751

BlackAura> Ooooh... Neat. Well, this is a bit simpler than what I had in mind. For some reason, I didn't think of using the sound output to control the emulator. Duh... Actually we have 2 choices to synchronise emulation speed : Video Synchro (VBlank) or Sound synchro (Sound buffer wait). Unfortunat...
by Stef.D
Thu Jan 27, 2005 6:18 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: beta version of CZ80 released :)
Replies: 41
Views: 3751

I was going to post that on DcEmu.co.uk forum, but site is down for now. I quickly set up an autoframe skip feature for Genesis Plus. I'm even surprised i never did it before, it took me about 2 mn to do it (it worked on first attempt). Actually all was already here : a function to know where is the...
by Stef.D
Sun Jan 23, 2005 1:10 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: beta version of CZ80 released :)
Replies: 41
Views: 3751

I uploaded a new version of CZ80, i only modified DAA opcode : no anymore need of the LUT (as MAME z80 core actually) -> smaller code :) http://gens.consolemul.com/download/CZ80_091.zip I also uploaded my modified z80 cpu interface, it now implements CMZ80 as well... i also included : - lastest vers...
by Stef.D
Sat Jan 22, 2005 6:16 pm
Forum: Off-Topic Forum
Topic: Slight problem...
Replies: 19
Views: 964

Something which happen a lot on Dreamcast and also happened to mine. The power box inside the dreamcast... actually it's connected to the mother board by 6 pins. the contact with these pins can be a bit oxyded or alterated with time : http://www.metagames-fr.com/Article94_Reparation-d-une-Dreamcast....
by Stef.D
Sat Jan 22, 2005 6:09 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: beta version of CZ80 released :)
Replies: 41
Views: 3751

beta version of CZ80 released :)

I finally completed my Z80 emulator. I just fixed a bug which making it crashing on dreamcast (reading/writing a word on odd address). It hasn't been tested a lot so it's far from being bug free, but it's enough to make some tests and benchs :) I tested it in Genesis Plus only against the current us...
by Stef.D
Tue Nov 30, 2004 1:52 am
Forum: Homebrew Software and Indie Games Discussion
Topic: GenesisPlus DC DL's + Discussion
Replies: 122
Views: 8496

Hey BA- mek wants you to know that he thinks that stef's c68k still has bugs in it. "the 68k- stef's core- does not perform the given clock cycles. the paramater given to "exec" function in any cpu core. in this case: m68k_exec". Anyway, BA, I have an important pm for you. I als...
by Stef.D
Fri Oct 29, 2004 2:22 am
Forum: Homebrew Software and Indie Games Discussion
Topic: gen plus v3 bug list?????
Replies: 54
Views: 4121

Actually there is a difference between NTSC and PAL system. NTSC system only supports 256x224 or 320x224 resolution (256x448, 320x448 with interlaced high res) where PAL system supports 256x224, 320x224 and 256x240, 320x240. A very few games actually use the 256x240 or 320x240 (of course PAL games) ...
by Stef.D
Thu Jul 15, 2004 10:34 am
Forum: Programming Discussion
Topic: Z80 emulation
Replies: 81
Views: 6073

What about trying to bench your Z80 core against current one used in Genesis Plus to see how it perform better ? I was thinking about code size reduction for my new Z80 core, i don't know how "code stream break" (goto) affect execution speed on dreamcast though... at least on X86, it's oft...